øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=2835e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index221c.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index221c.html.zxžh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀK_àOKtext/htmlISO-8859-1gzip0|Ö_àÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:31:50 GMT0ó°° ®0®P®€§²ð®žh^ÿÿÿÿÿÿÿÿG2_à Show Posts - Deathlike2

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Messages - Deathlike2

2836
Final Fantasy IV Research & Development / Re: "Heal/Medicine" Command
« on: March 14, 2008, 09:09:53 AM »
Imagine the horror of not knowing how this command works, and using it repeatedly vs. the Antlion (where Edward is otherwise quite useless), and eventually seeing the command greyed out during the battle at Fabul Castle.  You need some healing anyway, so you go to your inventory to use a potion, which you have plenty of... except... you don't, because you've used them all.   :wtf:  :omg:  :bah:  :lame:

AFAIK, the Medicine command doesn't implode... hehehe.

The command is still selectable, but the game gives you a message instead telling you that you don't have enough potions...





Useless commands need documenting too!

I dunno, it may be useful to someone... even though I hate this command to death.

 :lame: :wtf:

2837
This makes very little sense to me.  Armor doesn't even have weaknesses as far as I can tell, only resistance.  It's not as if each item is weak against one and resists the other, and the weakness is taking priority.  There is no question of priority because there's no weakness!  The game is applying the opposite of the intended effect.

See, the manual is actually correct on one thing. Fire Shield/Armor implies Weak vs Fire AND Resistance vs Ice. Ice Shield/Armor implies Weak vs Ice AND Resistance vs Fire. You can Peep/Scan yourself to confirm this. This behavior applies ONLY to equipment... not enemy resistance.

In equipment such as the Protect Ring which houses both resistances, it is equivalent of equipping a piece of a Fire resistant armor and an Ice resistant armor.

If you read my elemental guide... http://slickproductions.org/forum/index.php?topic=426.0 , the behavior should become more apparant to you.

Let me take a few pics...

SNES:












GBA:












2838
Methinks there was a priority order botch-up in the original, and they fixed it for FF4A?

It's not really a botchup... it's more like an oversight. It doesn't quite matter since enemies don't have an elemental attached to their attack. See, the algo behaves "as expected" in the SNES version.. but the only time you would normally worry is if Cecil or Kain are charmed and have equipped a Fire/Ice Sword/Spear and whack others that have Ice+Fire resistance.

Quote
Was this not occuring in the US or Euro version of A?

I did my testing in the US version of FF4A (I only have access to the US codes). It is most likely that the Euro version will be consistant with the US GBA version, rather than the SNES version.

2839
In FF4A, Ice and Fire elemental equipment don't exhibit Fire/Ice weakness to weapons...

Also, the Immune status takes precedence over resistance for equipment (not sure about monsters though).

2840
This behavior does not occur in FF4A...  :hmm:

2841
Posted some new and perhaps interesting findings.

2842
Finalized after testing.. but I kinda wodner about how FF4A deals with immunity vs absorb for physical attacks..

2843
I hadn't noticed that on the Wooden Mallet...

Here are a couple others I noticed.

In FF-II version, both the Defense Sword and Murasame have the GFX set for "Protect" and the Power/Enable byte set to not 0, so the weapons appear to cast the spell but there is no spell set in the main data so all you get is the visual effect and sound effect, but the spell isn't really cast. I suppose this was done since they dummied Protect out of the game for whatever reason.

Yes, that's notable for FF2US only. Protect is still usable by the Mind monster when responding to physical attacks. FF4 and the easytype version have it working fine.

Quote
In both FF-II and and FF-IV-Normal the Elven bow appears to have the GFX set for "Shell" but the Power/Enable byte is 0 and there is no spell set in the main data. This looks like another one like the Mallet and Flame Whip.

This is just FF2US only as well. In FF4 (both normal and easy type), the spell is operational for that weapon. You can see the Mind monster cast this in response to a Holy elemental magic attack.

Quote
It's a bit late to mess with tonight, but I am going to take a look at the shields and see if they will cast something...

Sure, no rush.

2844
Clarified sections regarding elementals with a separate thread.

2845
Clarified sections regarding elementals with a separate thread.

2846
Final Fantasy IV Research & Development / Elemental Reference Guide
« on: March 13, 2008, 10:02:48 PM »
For the sake of keeping it all in one place and not having to dig up older threads.. this should suffice:

Note: This should be about final...

Physical Attacks:

The best examples of an elemental physical attack are Yang's Claws.

Note: Elemental physical weakness for Fire+Ice equipment combinations have also been "corrected" in FF4A as well to not be weak vs Fire+Ice physical attacks. This is an equipment specific attribute, not an monster attribute.

If the target is weak any of the elements in the attack, the attacker's base attack power is multiplied by 2. It is multiplied by 4 instead if the target (a monsters only attribute) has the Weak+ bit set.

The above rule has total precedence over all physical elemental attacks for the SNES version. Weakness has precedence over absorb/resistance, but not Immunity in the GBA version.

For example if Yang has an IceClaw and FireClaw and attacks a FlameDog, the fact that it is weak vs ice has precedence over the fact it absorbs Fire.

If the target is immune to any of the elements in the attack, the attacker's base attack power is multiplied by 0.

This is most notable with Cecil's Darkness elemental sword vs Zombie monsters (and others).

Note: In the SNES version of the game if you manage to make a critical hit or deal "weird" damage to zombies with Cecil's Darkness elemental swords, the base attack power of the attack is 25.

Immunity has precedence over absorb and resistance, but not weakness in the SNES version. Immunity has total precedence over all physical elemental attacks for the GBA version.

If the target is resistant or absorbs any of the elements in the attack, the attacker's base attack power is multiplied by 1/2.

For example is Yang has a FireClaw and attacks a FlameDog, the base attack power of Yang is multiplied by 1/2 and the FlameDog takes less damage as a result.

Here's a quick reference order of which has priority:
FF4A (GBA)
Immunity > Weakness > Absorb/Resistance
FF2/4 (SNES)
Weakness > Immunity > Absorb/Resistance

Magical Attacks:

Note: In the SNES version of the game, elemental immunity has precedence over elemental absorb. In the GBA version of the game, elemental absorb has precedence over elemental immunity. Absorb/Immunity has precedence over every magic attack.

The best example for this is how the Adamant Armor+Cursed Ring react when both are equipped at the same time  in both versions of the game.

Note: An interruptable attack is an attack sequence that doesn't end until the damage or status effects are displayed (which implies the sequence has completed).

Examples of uninterruptable attack sequences include FF4A's ZeromusEG's multi-elemental attack, the ToadLady's Toad attack, and the Dark Elf's multi-elemental attack.

If the target is able to absorb any elementals in the magic attack whether in a solo or uninterruptable attack, all the damage is inverted after being applied against magic defense. If a physical attack is in this sequence, the attack is converted as "healing". This rule has precedence over an entire attack sequence.

If the target is immune to any of the elementals in the magic attack whether in a solo or uninterruptable attack, the base spell power of the attack is multiplied by 0, therefore all damage taken by the target is effectively equal to 1.

If the target is ONLY resistant to any of the elementals in the magic attack whether in a solo or uninterruptable attack, the spell power of the attack is multiplied by 1/2. If this is included in an uninterruptable attack sequence, damage intake will be 1/2 for all the other attacks.

In FF4A, three of the summons in Rydia's Trial are resistant to their notable elementals. They will take far less damage by their favorable elementals.

If the target is ONLY weak to any of the elementals in the magic attack whether in the solo or uninterruptable attack, the spell power of the attack is multiplied by 2. If the target has the "Weak+" attribute (only affects attacks on monsters), the spell power of the magic attack is multiplied by 4 instead. If this is included in an uniterruptable attack sequence, damage intake increase will match whether or not the target has the Weak+ attribute.

Here's a quick reference order of which has priority:
FF4A (GBA)
Absorb > Immunity > Resistance > Weakness
FF2/4 (SNES)
Immunity > Absorb > Resistance > Weakness

Notes:
Darkness Elemental - There is no Darkness magic (the Dave Wave attack is non-elemental for those that are wondering), but it is still absorbable by equipment. You generally notice this in the form of elemental immunity through Zombies and Cecil's Darkness elemental swords.

Aerial Elemental - There is no enemy that has immunity to (or absorb) this elemental, but it still works properly. Also, FF4A's description of this elemental being "resistant" for the Blue Dragon doesn't tell the complete story. This is because there is no Aerial elemental spell. However, a spell given the Aerial Elemental will behave just like Fire/Ice/Lightning elementals does for absorb, immunity, and resistance. Weakness vs Aerial though means immunity to Quake type spells... the equivalent of having the target have Float status.

Drain Elemental - This is a more peculiar elemental. Resistance (1/2 attack power) is applied when the Drain/Absorb bit on the target is enabled (it serves a dual purpose function). If a different offensive spell is given this elemental, the target is directly healed by it (which shouldn't be too much of a surprise) if it has the Drain/Absorb bit is set.

Spells given the Drain elemental don't heal undead targets or hurt you.

Drain+Osmose has no effect, but that's because they are hardcoded, even if you change their elemental properties.

The Drain elemental given to weapons are very consistant at least. Immune+Absorb/Drain bit will make Drain weaponry/attacks deal 1 damage. Drain weakness will allow 2x damage dealt to Drain weaponry. Drain healing is inverted vs Undead...

Weak+/Immune "Elemental" - Believe it or not, this also serves a dual purpose.

Defensively:

Monsters that have this as a weakness increases the power of the spell/weapon by 4x. Monsters that have this as an immunity make other physical and magical attacks reduces the power of the spell/weapon to 0. Armor doesn't have it as a "weakness", which is good.

Offensively:

Weapons that have this as an attribute have their attack power increase by 4x. This is because the Weak+ bit is ALSO the Immune "elemental weakness bit". So let's say we have a weapon that has the Immune bit set. We know that Zombies have the Immune bit. If this "Immune elemental" weapon were to attack the Zombie, the attacker will have his attack power increase by 4x. This has no effect if the monster has this attribute since there is no "Immune elemental weakness" for armor.

FF4A lists doesn't quite list "immunity", but only that a target is resistant (and technically the target is very resistant in this case).

Important note: Elemental multipliers do not stack. If one were to expose the Ice+Aerial weakness of the Arachne monster with the Blizzard Spear or Ice Arrows (which contains both elementals), the character will have his attack power increase only by 4 because of the Weak+ bit. You would be doing the same damage if Fire arrows or the Icebrand is used instead.

2847
Final Fantasy IV Research & Development / Re: "Heal/Medicine" Command
« on: March 13, 2008, 07:18:47 PM »
Figured out a way to make this command less useless: switch the powers of the Potion with the Hi-Potion or X-Potion, or just make the Potion super-powered. You'd have to change all the item drops/steals for the enemies, as well as the shops and chests and things, but it should make Medicine more powerful. A lot of work for one command, but at least it wouldn't be totally useless.

Keep in mind this is theoretical, I haven't tried it at this point.

Well, the command explicitly uses the item data (I doubt it would simply be fixed). If you look over how the command is interpreted (which will most likely reference the Potion), you can probably swap it with your item of choice or manipulate it to use the item menu and check against items that are strictly single ally targeted and go from there.

2848
Final Fantasy IV Research & Development / Tower Of Babil Docs
« on: March 13, 2008, 07:13:42 PM »
Some of my magic damage algo was more or less confirmed... so meh.

Though, there is two sections of text worth looking into, both in record.txt:

Quote
3B     speed modifier. lower = faster. for autobattles, starts at 01;
       otherwise starts at 10. slow adds +08, (upper bound 20) haste adds -3
       (lower bound 0C)

Slow implies +8, Haste implies -3.. but what is the upper bound used for then...?

Quote
60-61  relative speed. equal to (Cecil's agi * 32) / (our agi * 0A). if Cecil
       isn't in the batle, an arbitrary character is picked instead. lower
       number = faster speed.

"Our agi" imples what? It seems like it implies the sum of the entire group's AGI. It seems like the battle is scaled around Cecil, which makes total sense actually.

2849
Updated info to factor in elemental immunity.

2850
Final Fantasy IV Research & Development / Re: THE Command Thread
« on: March 13, 2008, 06:07:25 PM »
If someone would list the data in bits 0-3 for the commands, it would be appreciated.